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  1. #1
    Player
    vmj2324's Avatar
    Join Date
    Oct 2017
    Posts
    13
    Character
    Frywyde Wright
    World
    Brynhildr
    Main Class
    Arcanist Lv 90

    Role Spells and Other Questions

    Well, I'm new to ff14. When I was looking up spells rotations, I find old/out of date spell rotation guides, particularly ones with Virus in the rotations. Plus I can not find how/when/if not to use role spells in groups. Anyone know a good website to find noob guides for all Jobs?
    (0)

  2. #2
    Player
    Vineas's Avatar
    Join Date
    May 2015
    Posts
    88
    Character
    Vineas Hillis
    World
    Kujata
    Main Class
    Lancer Lv 70
    Hi vmj, I think it's better to be specific on which class are you asking? A quick look from your profile says that you are playing lv 18 Arcanist?

    From my experience, there's not much can be done for spells rotation until you unlock all the skills (lvl 60+), but as an Arcanist you always want to summon (summon 1 or 2, depending on the situation) your pet 1st.
    Spell wise I start with Bio => Miasma => Ruin => Energy Drain => Ruin

    The biggest constraint at the low level is cast time.. Once you hit lvl 30+, most of the skills become instant cast..

    There are quite few number of videos for Summoner and Scholar spell rotation, so you can check them out. Also note that most of the guide will be presented at the Job level not Class level.
    (0)

  3. #3
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    2,910
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 100
    While i dont play an arcanist, i do play a magic ranged DPS - meaning we share the same role action pool. Some classes prefer certain actions over others, and every player has their own preferences for how to fill in the holes. So consider this advice, but not in any way binding - if you find something works better for you then it does for me you should prioritize you.

    So how do you use these skills? Go into your actions menu(P is the default keybind for keyboard/mouse), go to the role menu, and pick the one(s) you want to have available. Then drag them onto your hotbar, and they cast like any other spell. A class(arcanist) should be allowed to equip one skill per 5 levels. When you upgrade to a job(summoner/scholar - though scholar uses the healing actions not the DPS ones) you can only equip one per 10 levels(maximum 5), but your new job skills should more then make up the difference. The magic DPS role actions can be divided into 3 categories depending on the intended target - you, a party member, or an enemy. So lets look at them all in their categories.

    Target: YOU
    Diversion: First available at level 20. For the next 15 seconds, you generate less enemy hate with your actions. This can be used to let you go nuts in a fight while still giving the tank room to hold the enemies attention. Basically worthless while soloing, this is a must have later in your career in harder group fights. Learn to use it during your big damage bursts at some point.
    Lucid Dreaming: First available at level 24. Using this action cuts your current enemy hate in half and gives you a boost to your mana regen for 21 seconds. Both abilities are helpful(about to take an enemy from the tank? cut hate in half - almost out of mana? get a boost), and this will probly find a way onto your list soon after you get it. Use this when either effect is needed, bonus if both effects help you out.
    Swiftcast: First available at level 32. Your next spell is cast instantly. Did your pet die and you need a new one in a hurry? Do you need to get off one of your non-instant spells NOW or while running? Need to res the healer but dont have time to stand still? Then it looks like Swiftcast is for you.
    Surecast: First available at level 44. For the next 5 seconds you cant be interrupted while casting and you negate most knockback/draw in abilities. If a boss doesnt use knockback the second part isnt as useful. If most of what you want to cast is instant, the first part isnt as useful. In the right situation this one can be a lifesaver.

    Target: PARTY - Note, all these abilities are basically useless while solo.
    Mana Shift: First available at level 36. Gives 20% of your maximum mana to another party member. Healer running low from resurrecting a lot of people? Bard singing a song that boosts your abilities and you want it to last a little longer? These are situations where a quick shift can help. Of course, since you are giving your mana to someone else be sure you have enough to keep yourself going before you use.
    Apocatastasis: First available at level 40. Reduces target party members magic vulnerability by 20% for 10 seconds. So the person you target takes 1/5 less damage from magic attacks for the duration. If you have this slotted, you can use it to reduce the damage of any big magic attack on the target - say to make sure the healer gets through the bosses ultimate move and can keep the party going. Only targets one party member, so make sure you target correctly before activating.
    Erase: First available at level 48. Removes a single damage over time effect from the target, plus gives them a small heal. Using this skill you can help your party recover from certain attacks quicker. The scope here is narrow(only DoT effects on other players that can be removed), but in the right situation it can be a lifesaver.

    Target: ENEMY
    Addle: First available at level 8. Lowers targets intelligence and mind by 10% for 10 seconds. The intelligence and mind stats control how effectively you use combat and defensive magic spells. So you can use Addle here to debuff the enemy before an important attack/sequence. So if you can see the enemy casting something bad, this could be used to make it hurt the group less.
    Break: First available at level 12. A small attack spell with a heavy effect tacked on. It does half the damage of your Ruin spell, so you arent using it as a DPS boost. But an enemy that takes longer to run up to you is one that hits you less before it dies.
    Drain: First available at level 16. A small attack spell with the added effect that you heal for some of the damage done. In my experience, the heal is like 90% of the damage, up to the limit of the enemies HP(if you do 200 damage to it for an implied heal of 180 but it only has 50 health, you only will heal for 50). At higher levels you can get heals in the 1-2k+ range from this spell. An actual healer can heal you for MUCH more, but this can prove useful while solo at certain points.

    So putting it all together, at lower levels when you have as many slots as you do skills you can just use everything to get a feel for them. As you level up and eventually need to choose, a couple skills start to become must have(i for one would never do a dungeon without lucid). In the end, youll probly settle on 2-4 "always useful" skills, and then you can use your personality to decide which others you like best. And keep in mind, you can switch role abilities on the fly in between fights, so if you realize you have the wrong abilities for your situation then swap in what you really need when you have a chance. So if i left any questions unanswered(or a summoner wants to give you their specific perspective), post away. Regardless, best of luck!
    (2)
    Last edited by Frizze; 10-13-2017 at 01:23 PM.

  4. #4
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Your role abilities won't be part of your rotation on any class really, they're all situational abilities you use when needed. So, you use Addle on the boss shortly before a big magical AoE/tankbuster, Apocatastasis for just magical tankbusters, Mana shift to help the healer, and diversion and lucid dreaming for enmity control... and I guess MP for the latter if you actually run low. Do keep in mind you can swap out abilities at any time provided you are not in combat and the ability you are trying to swap out isn't on cooldown. You can easily dump Mana Shift if the healer has no MP issues, Addle/Apocatastasis if the boss only uses physical moves, diversion if the tank is holding hate like crazy, things like that.
    (4)

  5. #5
    Player
    vmj2324's Avatar
    Join Date
    Oct 2017
    Posts
    13
    Character
    Frywyde Wright
    World
    Brynhildr
    Main Class
    Arcanist Lv 90
    So the roll spells are more situational than an absolute need in the rotation.
    (0)

  6. #6
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,143
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Don't misunderstand. There are several that are absolutely needed. They just don't have fixed timings in microrotations, except for Addle on SMN.
    (0)
    Error 3102 Club, Order of the 52nd Hour

  7. #7
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    I haven't played SMN since SB had just come out, but Virus (edit: I of course mean Addle) was used in SMN level 70 rotation to get extra DPS out of Bahamut. Rotations and role skills are not something you should be overly worried about before level 70, though. Just read your tooltips and play the way that seems to make the most sense - and be willing to accept some advice from the more experienced players you'll encounter during your adventures!
    (1)

  8. #8
    Player
    Vineas's Avatar
    Join Date
    May 2015
    Posts
    88
    Character
    Vineas Hillis
    World
    Kujata
    Main Class
    Lancer Lv 70
    https://www.youtube.com/watch?v=sLhJmNoZTsY

    This is one of the videos teaching SMN rotation..

    There two type of Skills for both Disciple of War (DoW) and Disciple of Magic (DoM) Classes or Jobs, namely Weapon Skill (DoW) or Spell (DoM), example for Arcanist skills are Ruin, Bio, Miasma, etc., and the second one is Ability, for example Addle, Break, Drain, etc.

    https://ffxiv.consolegameswiki.com/wiki/Arcanist

    each share different Cooldown (CD) time. I think they like to call the Weapon skill and Spell cooldown with the term general/global cooldown (GCD)..

    So, when your Spell/Weapon Skill is under GCD, you can cast the Ability.. A good understanding of the two will result in maximized damage..
    (0)

  9. #9
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by vmj2324 View Post
    So the roll spells are more situational than an absolute need in the rotation.
    Well, depending on the fight some skills ARE required abilities, primarily for tanks and healers who may need extra damage mitigation or stuns. Using them properly at the right time can make many fights MUCH easier however.
    (0)